Archived from groups: rec.games.frp.super-heroes (
More info?)
"Charlie Luce" <lucejr@NOencompasserveSPAM.org> wrote in message
news:R86yd.6407$9j5.2617@newsread3.news.pas.earthlink.net...
> In article <10shp9hdelnps16@corp.supernews.com>, tbeardSPAM@tyler.net
> says...
>
>>The Fantasy Trip is Steve Jackson's first RPG and is the direct ancestor
>>of
>>both the HERO system and of the GURPs system. Character generation was
>>point-based, tasks rolled on 3d6 (no polyhedrals used) -- generally you
>>tried to roll under the attribute. At one time (1981-82) TFT was the
>>second
>>best selling RPG after AD&D. Clearly, TFT inspired Champions, which
>>ironically, heavily influenced GURPS...
>
> It's a nice theory, but factually incorrect.
Obviously, a game can draw on multiple sources of inspiration. In the late
1970s and early 1980s, TFT was a very popular system (and would still be
around today, but for the bizarre disappearance of the company's owner). The
combat module, Melee, was released as a standalone game in 1977. Later that
year, Wizard (the magic module) came out. A series of programmed adventures
quickly followed. By the time Champions came out, TFT was an established
system. Even more important, Melee and Wizard were very cheap ($1.95/$2.95)
and very popular. Certainly, most gamers I knew had one or both of them.
(That was during the glorious golden age before wargaming and roleplaying
diverged into separate hobbies).
Some key points of similarity:
1. The use of 3d6 as the central resolution mechanic and the absence of
polyhedrals. "Low is good".
2. Tying attributes to skills in a far more direct way than Runequest or
Traveller (the two most popular skill-based systems in the late 1970s). One
great improvement in the Hero system was breaking the direct link between
attributes and the roll needed. In TFT, as in GURPS, it is too easy to break
the 3d6 curve.
3. Character creation using a set number of points rather than random
generation (the standard in the late 1970s).
4. A hex based combat system with more than a passing resemblance to TFT. Of
course, the Hero system is *different* -- as would be expected for a
superhero game vs. a "low fantasy" RPG. In particular, the Hero system has
more fluid fights. But the mechanics are very similar. For instance TFT
characters can move half their movement and attack. Or they can move their
full movement and not attack. Sounds much like the typical Champions phase.
And TFT figures attack in DEX order... As late as 1981, I can only recall
one other RPG that featured a detailed, hex-based combat system like this --
SPI's Dragonquest (released in 1981).
Hence, I assumed that TFT had in some way inspired Champions. And it somehow
seemed karmically appropriate that GURPS would be inspired by Champions...
Of course, TFT was not the only game to use 3d6 as a resolution mechanic --
Superhero 2044 used 3d6 for some things and it came out the same year as
Melee and Wizard. But Superhero 2044's mechanic relied on high rolls (IIRC,
you needed an 11+ to hit, the hit # being modified for differences in
Stamina). (FWIW. I generally like "roll high" resolution systems). But
Superhero 2044 had a 1d6 based ranged combat system (featuring opposed rolls
IIRC) and used polyhedrals.
Superhero also had points based character generation, but had 3 "classes" I
think. TFT was a "classless" system like Champions.
At the very least, I think that the Hero system bears at least as much
resemblance to TFT as it does to Superhero 2044. So perhaps I can be
forgiven for assuming that it had some influence on Champions.
--Ty